Discussion, Thoughts, and Ideas: Annie
When I do stuff like this it has nothing to do with whether gets played or not, but the fact that I recognize there are areas of a champion that can be cleaned up and fixed; both for and against the champion.
When it comes to Annie:
~ Her stun offers no counter play with instant stuns and able kill the target outright when not-support with the stun duration, or is useless if the target does not die, we can fix this. And to clarify what her stun gauge does is that it adds CLARITY, which is a good thing for the game, but the stun still has areas with no COUNTER PLAY and there is a massive difference between these two terms. For Annie's stun if she has an instant stun then her burst mage identity has to be removed to make her fair to go against, if the stun has better counter play then she can remain as a burst mage - one of these needs a change.
~ Annie shouldn't have a Flash reliancy. So rebuilding a kit that does not require Flash to function should be addressed. Annie can function as a cool pyro puppeteer mage with Tibbers.
~ Annie needs help with the wave clear department to function with higher elos and competitive play, otherwise she would always be relegated to support with high tier play (Annie one-tricks are exceptions to the rule)
~ Tibbers can be made so much more interesting rather than be a bomb you drop on your opponent and forget about him.
~ Annie should be an introductory mage, but also more things about her and less one-dimensional gameplay. She can obviously specialize as a cool engage mage with her stun, but needs more to her kit so she is less feast or famine [so she becomes less snowbally feast, but a lot more useful when behind as well]. So Annie's main goal would still be to stun and kill her enemies, but she needs something else than just run at the enemy, this will make her gameplay more interesting as well and create a better identity between individual players and play styles.
Attack Range: 600 units [from 575, to round off the attack range and make Annie's auto range to match her main threat range]
Yea! Tibbers (Passive): Leash Range: 1000 units; Radius; 400 units Tibbers is Annie's teddy bear following her around everywhere! He interacts with Annie's abilities with 800-3000(+200%AP) health. If Tibbers' magic is depleted then he will rest in his small, stuffed form for the next 150-60 seconds [AND lowers with CDR].
Annie's abilities mark the first enemy struck for 2.5 seconds, if he attacks the target then a burst of flames explodes from the target dealing 30-150(+40%AP) bonus magic damage. Every 4th ability cast grants Pyromania which causes these flames to stun struck enemies for 1.25/1.5/1.75/2 seconds [scales with ultimate].
Tibbers' attacks deal 20-80(+20%AP) magic damage.
Disintegrate (Q): Cooldown: 5/4.5/4/3.5/3 seconds; Cost: 40 mana; Range: 600 / 1000 units Enemy Cast: Annie hurls a fireball at the target enemy dealing 80/105/130/155/180(+60%AP) magic damage. Direct executes refund the mana cost and 50% of the cooldown.
Ground Cast: Annie tosses a fireball to the target location that remains in play for 2 seconds granting vision around it and causing Tibbers to move and gain 40/55/70/85/100% bonus movement speed towards it. If he picks up the fireball then he deals Disintegrate's damage to nearby enemies around him [400 units].
Incinerate (W): Cooldown: 8 seconds; Cost: 70/80/90/100/110 mana; Range: 1000 units Ground Cast: Annie sends a stream of flames in the target direction for the next 4 seconds dealing 40/50/60/70/80(+30%AP) magic damage per second. Tibbers' movement speed doubles while standing on these flames.
Tibbers Cast: Annie creates a beam of flames between her and Tibbers dealing 80/120/160/200/240(+80%AP) magic damage to struck enemies and then recalls Tibbers to her location healing him for 20/22.5/25/27.5/30% of his maximum health.
Molten Burst (E): Cooldown: 10 seconds; Cost: 50/60/70/80/90 mana; Range: 600 units Passive: Annie is wrapped in a fiery aura while Molten Burst is off cooldown granting her 8/11/14/17/20% damage reduction, tripled when near Tibbers [400 units].
Active: Annie and Tibbers let out a burst of flames around them dealing 50/70/90/110/130(+50%AP) magic damage, both bursts can damage the same enemy. If Annie's flames hit Tibbers then he gains 20/30/40/50/60% damage reduction for 4 seconds.
Fiery Gate (R): Cooldown: 120/100/80 seconds; Cost: 100 mana; Range: 800 units Can only be cast while Tibbers is currently active.
Annie opens up a fiery gate at the target location that causes Tibbers to drop down from it dealing 150/225/300(+50%AP) magic damage and granting 2 stacks of Pyromania instead of 1.